Hi zonk, hope you will get quickly familiar with the OpenGL 4.0 tessellation shader. In my opinion there will be no alternative if it is possible to integrate it into your application.
My research involves the ability to visualize high detailed road geometries in real-time. There was no problem to visualize with a resolution of 1cm (That was sufficient for my purpose). For smoothin stuff have a look at Vlachos et al. "Curved PN Triangles" or Loop et al. "Approximate Subdivision Surfaces with Gregory Patches for Hardware Tessellation". Especially the "Curved PN Triangles" approach is well documented including OpenGL 4.0 shader implementation. Let us know what your final conclusions are. Best regards Holger ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36528#36528 _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
